internal static void combatGenerate(int specials, int level, int mobquality, bool boss, string name) { int quality; ItemAbstract test = null; int chance = Globals.Random(0, 100); int min; switch (mobquality) { case Globals.MOB_WEAK: min = 70; if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_COMMON; } else { quality = Globals.ITEM_QUALITY_TRASH; } break; case Globals.MOB_NORMAL: min = 60; if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_UNCOMMON; } else { quality = Globals.ITEM_QUALITY_COMMON; } break; case Globals.MOB_HARD: min = 50; if (Globals.Random(0, 100) > 90) { quality = Globals.ITEM_QUALITY_RARE; } else if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_UNCOMMON; } else { quality = Globals.ITEM_QUALITY_COMMON; } break; case Globals.MOB_VERY_HARD: min = 40; if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_RARE; } else { quality = Globals.ITEM_QUALITY_UNCOMMON; } break; case Globals.MOB_INSANE: min = 30; if (Globals.Random(0, 100) > 50) { quality = Globals.ITEM_QUALITY_EPIC; } else { quality = Globals.ITEM_QUALITY_MASTERWORK; } break; case Globals.MOB_BOSS: min = 20; quality = Globals.ITEM_QUALITY_LEGENDARY; break; case Globals.MOB_SPECIAL: default: // Default means it's GREATER than MOB_SPECIAL. min = 0; quality = Globals.ITEM_QUALITY_MYTHICAL; break; } if (boss) { min = 0; level += 2; } if (chance < min) { return; } test = generateItem(specials, level, quality, ""); string[] temp = new string[1]; temp[0] = "You have acquired a " + test.Name; SubStateDisplayMessage message = new SubStateDisplayMessage(temp, 50, 400, 350, 350, StateHandler.State); StateHandler.State = message; }
internal static ItemAbstract CreateItem(int wearflags, int specials, int level, int difficulty, int quality, string name) { ItemAbstract newItem = new ItemAbstract(); return(newItem); }
internal static ItemAbstract CreateItem(int wearflags, int specials, int level, int difficulty, int quality, string name) { ItemAbstract newItem = new ItemAbstract(); return newItem; }